private void Start() { this.warProgress = WarManager.instance.WarProgress; this.warResult = this.warProgress.WarResult; this.UpdateFleetInfo(); this.UpdateStep3Info(); this.ShowResult(); this.PlayResultAudio(); base.Invoke("UpdateGetFromWar", this.UpdateGetFromWarWaitTime); base.Invoke("UpdateMVPAvatar", 0.5f); }
public ViewResult RsvpForm(PowerUnit guest) { PowerUnitContainter.Containter.Add(guest); var result = new WarResult(); result.Self = guest; result.Target = PowerUnitContainter.Containter.GetRamdom(); result.NormalDamageToTarget(); if (ModelState.IsValid) { return(View("Thanks", result)); } return(View()); }
//Break war into battle rounds WarResult GetWarResult(List <ITransformer> autobots, List <ITransformer> decepticons) { var result = new WarResult(); //Keep track of the battle round. int round = 0; bool wageWar = autobots.Count > 0 && decepticons.Count > 0; while (wageWar) { var nextAutobot = autobots.Skip(round).Take(1).First(); var nextDecpticon = decepticons.Skip(round).Take(1).First(); result.BattleResult.Add(GetRoundVictor(nextAutobot, nextDecpticon)); round++; if (autobots.Count == round || decepticons.Count == round)//one of the lists has been exhausted, thus, no more battles { wageWar = false; } } //Add non-combatants AddNonCombatants(autobots, decepticons, round, result.BattleResult); if (result.BattleResult.Count > 0) { result.Message = Responses.WAR_RESOLUTION; } else { result.Message = Responses.NO_COMBATANTS; } return(result); }
public void SomeoneLacksFourCards(ref List <Card> myCards, ref List <Card> playerCards, ref List <Card> deck, WarResult warResult, ref RoundResult roundResult) { switch (warResult) { case WarResult.RyanOutOfCards: Message.ILackFourCards(myCards.Count, deck.Count); playerCards.AddRange(deck); playerCards.AddRange(myCards); myCards.Clear(); deck.Clear(); break; case WarResult.PlayerOutOfCards: Message.PlayerLacksFourCards(playerCards.Count, deck.Count); myCards.AddRange(deck); myCards.AddRange(playerCards); playerCards.Clear(); deck.Clear(); break; case WarResult.BothOutOfCards: Message.BothOutOfCards(myCards.Count, playerCards.Count); break; } roundResult = RoundResult.GameIsOver; }
public void FalloutFromWar(ref List <Card> myCards, ref List <Card> playerCards, ref List <Card> deck, WarResult warResult, ref RoundResult roundResult) { for (int i = 0; i < 4; i++) { deck.Add(myCards[i]); deck.Add(playerCards[i]); } myCards.RemoveRange(0, 4); playerCards.RemoveRange(0, 4); switch (warResult) { case WarResult.RyanWins: myCards.AddRange(deck); deck.Clear(); roundResult = RoundResult.RyanWins; break; case WarResult.PlayerWins: playerCards.AddRange(deck); deck.Clear(); roundResult = RoundResult.RyanWins; break; case WarResult.WarIsDeclaredAgain: break; default: break; } }